196 lines
6.3 KiB
C++
196 lines
6.3 KiB
C++
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include "UnitTestFramework.h"
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#include "PhysicsTestContext.h"
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#include "Layers.h"
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#include <Jolt/Physics/Constraints/SwingTwistConstraint.h>
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#include <Jolt/Physics/Collision/GroupFilterTable.h>
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TEST_SUITE("PhysicsDeterminismTests")
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{
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struct BodyProperties
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{
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RVec3 mPositionCOM;
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Quat mRotation;
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Vec3 mLinearVelocity;
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Vec3 mAngularVelocity;
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AABox mBounds;
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bool mIsActive;
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};
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/// Extract all relevant properties of a body for the test
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static void GetBodyProperties(PhysicsTestContext &ioContext, const BodyID &inBodyID, BodyProperties &outProperties)
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{
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BodyLockRead lock(ioContext.GetSystem()->GetBodyLockInterface(), inBodyID);
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if (lock.SucceededAndIsInBroadPhase())
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{
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const Body &body = lock.GetBody();
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outProperties.mIsActive = body.IsActive();
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outProperties.mPositionCOM = body.GetCenterOfMassPosition();
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outProperties.mRotation = body.GetRotation();
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outProperties.mLinearVelocity = body.GetLinearVelocity();
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outProperties.mAngularVelocity = body.GetAngularVelocity();
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outProperties.mBounds = body.GetWorldSpaceBounds();
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}
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else
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{
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CHECK(false);
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}
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}
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/// Step two physics simulations for inTotalTime and check after each step that the simulations are identical
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static void CompareSimulations(PhysicsTestContext &ioContext1, PhysicsTestContext &ioContext2, float inTotalTime)
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{
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CHECK(ioContext1.GetDeltaTime() == ioContext2.GetDeltaTime());
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// Step until we've stepped for inTotalTime
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for (float t = 0; t <= inTotalTime; t += ioContext1.GetDeltaTime())
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{
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// Step the simulation
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ioContext1.SimulateSingleStep();
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ioContext2.SimulateSingleStep();
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// Get all bodies
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BodyIDVector bodies1, bodies2;
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ioContext1.GetSystem()->GetBodies(bodies1);
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ioContext2.GetSystem()->GetBodies(bodies2);
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CHECK(bodies1.size() == bodies2.size());
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// Loop over all bodies
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for (size_t b = 0; b < min(bodies1.size(), bodies2.size()); ++b)
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{
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// Check that the body ID's match
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BodyID b1_id = bodies1[b];
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BodyID b2_id = bodies2[b];
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CHECK(b1_id == b2_id);
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// Get the properties of the body
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BodyProperties properties1, properties2;
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GetBodyProperties(ioContext1, b1_id, properties1);
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GetBodyProperties(ioContext2, b2_id, properties2);
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CHECK(properties1.mIsActive == properties2.mIsActive);
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CHECK(properties1.mPositionCOM == properties2.mPositionCOM);
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CHECK(properties1.mRotation == properties2.mRotation);
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CHECK(properties1.mLinearVelocity == properties2.mLinearVelocity);
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CHECK(properties1.mAngularVelocity == properties2.mAngularVelocity);
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CHECK(properties1.mBounds.mMin == properties2.mBounds.mMin);
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CHECK(properties1.mBounds.mMax == properties2.mBounds.mMax);
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}
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}
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}
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static void CreateGridOfBoxesDiscrete(PhysicsTestContext &ioContext)
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{
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UnitTestRandom random;
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uniform_real_distribution<float> restitution(0.0f, 1.0f);
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ioContext.CreateFloor();
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for (int x = 0; x < 5; ++x)
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for (int z = 0; z < 5; ++z)
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{
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Body &body = ioContext.CreateBox(RVec3(float(x), 5.0f, float(z)), Quat::sRandom(random), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.1f));
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body.SetRestitution(restitution(random));
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body.SetLinearVelocity(Vec3::sRandom(random));
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}
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}
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TEST_CASE("TestGridOfBoxesDiscrete")
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{
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PhysicsTestContext c1(1.0f / 60.0f, 1, 0);
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CreateGridOfBoxesDiscrete(c1);
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PhysicsTestContext c2(1.0f / 60.0f, 1, 15);
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CreateGridOfBoxesDiscrete(c2);
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CompareSimulations(c1, c2, 5.0f);
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}
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static void CreateGridOfBoxesLinearCast(PhysicsTestContext &ioContext)
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{
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UnitTestRandom random;
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uniform_real_distribution<float> restitution(0.0f, 1.0f);
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ioContext.CreateFloor();
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for (int x = 0; x < 5; ++x)
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for (int z = 0; z < 5; ++z)
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{
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Body &body = ioContext.CreateBox(RVec3(float(x), 5.0f, float(z)), Quat::sRandom(random), EMotionType::Dynamic, EMotionQuality::LinearCast, Layers::MOVING, Vec3::sReplicate(0.1f));
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body.SetRestitution(restitution(random));
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body.SetLinearVelocity(Vec3::sRandom(random) - Vec3(0, -5.0f, 0));
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}
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}
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TEST_CASE("TestGridOfBoxesLinearCast")
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{
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PhysicsTestContext c1(1.0f / 60.0f, 1, 0);
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CreateGridOfBoxesLinearCast(c1);
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PhysicsTestContext c2(1.0f / 60.0f, 1, 15);
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CreateGridOfBoxesLinearCast(c2);
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CompareSimulations(c1, c2, 5.0f);
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}
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static void CreateGridOfBoxesConstrained(PhysicsTestContext &ioContext)
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{
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UnitTestRandom random;
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uniform_real_distribution<float> restitution(0.0f, 1.0f);
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ioContext.CreateFloor();
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const int cNumPerAxis = 5;
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// Build a collision group filter that disables collision between adjacent bodies
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Ref<GroupFilterTable> group_filter = new GroupFilterTable(cNumPerAxis);
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for (CollisionGroup::SubGroupID i = 0; i < cNumPerAxis - 1; ++i)
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group_filter->DisableCollision(i, i + 1);
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// Create a number of chains
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for (int x = 0; x < cNumPerAxis; ++x)
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{
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// Create a chain of bodies connected with swing twist constraints
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Body *prev_body = nullptr;
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for (int z = 0; z < cNumPerAxis; ++z)
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{
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RVec3 body_pos(float(x), 5.0f, 0.2f * float(z));
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Body &body = ioContext.CreateBox(body_pos, Quat::sRandom(random), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.1f));
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body.SetRestitution(restitution(random));
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body.SetLinearVelocity(Vec3::sRandom(random));
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body.SetCollisionGroup(CollisionGroup(group_filter, CollisionGroup::GroupID(x), CollisionGroup::SubGroupID(z)));
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// Constrain the body to the previous body
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if (prev_body != nullptr)
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{
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SwingTwistConstraintSettings st;
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st.mPosition1 = st.mPosition2 = body_pos - Vec3(0, 0, 0.1f);
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st.mTwistAxis1 = st.mTwistAxis2 = Vec3::sAxisZ();
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st.mPlaneAxis1 = st.mPlaneAxis2 = Vec3::sAxisX();
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st.mNormalHalfConeAngle = DegreesToRadians(45.0f);
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st.mPlaneHalfConeAngle = DegreesToRadians(30.0f);
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st.mTwistMinAngle = DegreesToRadians(-15.0f);
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st.mTwistMaxAngle = DegreesToRadians(15.0f);
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Ref<Constraint> constraint = st.Create(*prev_body, body);
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ioContext.GetSystem()->AddConstraint(constraint);
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}
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prev_body = &body;
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}
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}
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}
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TEST_CASE("TestGridOfBoxesConstrained")
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{
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PhysicsTestContext c1(1.0f / 60.0f, 1, 0);
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CreateGridOfBoxesConstrained(c1);
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PhysicsTestContext c2(1.0f / 60.0f, 1, 15);
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CreateGridOfBoxesConstrained(c2);
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CompareSimulations(c1, c2, 5.0f);
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}
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}
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